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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_chain_shape.html">ChainShape</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A chain shape is a free form sequence of line segments. The chain has two-sided collision, so you can use inside and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions. WARNING: The chain will not collide properly if there are self-intersections.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_chain_shape.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_circle_shape.html">CircleShape</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A circle shape.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_circle_shape.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_edge_shape.html">EdgeShape</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A line segment (edge) shape. These can be connected in chains or loops to other edge shapes. The connectivity information is used to ensure correct contact normals.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_edge_shape.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_polygon_shape.html">PolygonShape</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents a simple non-selfintersecting convex polygon. Create a convex hull from the given array of points.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_polygon_shape.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_mass_data.html">MassData</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This holds the mass data computed for a shape.  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_mass_data.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_shape.html">Shape</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A shape is used for collision detection. You can create a shape however you like. <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes.html">Shapes</a> used for simulation in World are created automatically when a Fixture is created. <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes.html">Shapes</a> may encapsulate a one or more child shapes.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_shape.html#details">More...</a><br /></td></tr>
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<tr class="memitem:a5a4538eeab397888d88a4eefcc5a1345"><td class="memItemLeft" align="right" valign="top"><a id="a5a4538eeab397888d88a4eefcc5a1345"></a>enum class &#160;</td><td class="memItemRight" valign="bottom"><b>ShapeType</b> { <br />
&#160;&#160;<b>Unknown</b> = -1
, <b>Circle</b> = 0
, <b>Edge</b> = 1
, <b>Polygon</b> = 2
, <br />
&#160;&#160;<b>Chain</b> = 3
, <b>TypeCount</b> = 4
<br />
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